Add Vector2 extension methods (inspired from Thor)
Adds vector algebra functionality as member functions for Vector2<T>, with some methods limited to floating-point T. Also adds UnitX and UnitY constants for the two axis unit vectors.
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@ -25,11 +25,16 @@
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#ifndef SFML_VECTOR2_HPP
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#define SFML_VECTOR2_HPP
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#include <SFML/System/Angle.hpp>
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#include <cassert>
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#include <cmath>
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#include <type_traits>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Utility template class for manipulating
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/// \brief Class template for manipulating
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/// 2-dimensional vectors
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///
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////////////////////////////////////////////////////////////
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@ -68,14 +73,143 @@ public:
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////////////////////////////////////////////////////////////
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template <typename U>
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constexpr explicit Vector2(const Vector2<U>& vector);
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////////////////////////////////////////////////////////////
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/// \brief Length of the vector <i><b>(floating-point)</b></i>.
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///
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/// If you are not interested in the actual length, but only in comparisons, consider using lengthSq().
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///
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////////////////////////////////////////////////////////////
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T length() const;
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////////////////////////////////////////////////////////////
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/// \brief Square of vector's length.
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///
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/// Suitable for comparisons, more efficient than length().
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///
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////////////////////////////////////////////////////////////
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constexpr T lengthSq() const;
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////////////////////////////////////////////////////////////
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/// \brief Vector with same direction but length 1 <i><b>(floating-point)</b></i>.
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///
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/// \pre \c *this is no zero vector.
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Vector2 normalized() const;
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////////////////////////////////////////////////////////////
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/// \brief Signed angle from \c *this to \c rhs <i><b>(floating-point)</b></i>.
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///
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/// \return The smallest angle which rotates \c *this in positive
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/// or negative direction, until it has the same direction as \c rhs.
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/// The result has a sign and lies in the range [-180, 180°).
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/// \pre Neither \c *this nor \c rhs is a zero vector.
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///
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////////////////////////////////////////////////////////////
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Angle angleTo(const Vector2& rhs) const;
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////////////////////////////////////////////////////////////
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/// \brief Signed angle from +X or (1,0) vector <i><b>(floating-point)</b></i>.
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///
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/// For example, the vector (1,0) corresponds to 0 degrees, (0,1) corresponds to 90 degrees.
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///
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/// \return Angle in the range [-180°, 180°).
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/// \pre This vector is no zero vector.
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///
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////////////////////////////////////////////////////////////
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Angle angle() const;
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////////////////////////////////////////////////////////////
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/// \brief Rotate by angle \c phi <i><b>(floating-point)</b></i>.
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///
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/// Returns a vector with same length but different direction.
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///
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/// In SFML's default coordinate system with +X right and +Y down,
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/// this amounts to a clockwise rotation by \c phi.
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Vector2 rotatedBy(Angle phi) const;
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////////////////////////////////////////////////////////////
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/// \brief Projection of this vector onto \c axis <i><b>(floating-point)</b></i>.
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///
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/// \param axis Vector being projected onto. Need not be normalized.
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/// \pre \c axis must not have length zero.
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] constexpr Vector2 projectedOnto(const Vector2& axis) const;
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////////////////////////////////////////////////////////////
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/// \brief Returns a perpendicular vector.
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///
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/// Returns \c *this rotated by +90 degrees; (x,y) becomes (-y,x).
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/// For example, the vector (1,0) is transformed to (0,1).
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///
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/// In SFML's default coordinate system with +X right and +Y down,
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/// this amounts to a clockwise rotation.
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///
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////////////////////////////////////////////////////////////
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constexpr Vector2 perpendicular() const;
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////////////////////////////////////////////////////////////
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/// \brief Dot product of two 2D vectors.
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///
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////////////////////////////////////////////////////////////
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constexpr T dot(const Vector2& rhs) const;
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////////////////////////////////////////////////////////////
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/// \brief Z component of the cross product of two 2D vectors.
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///
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/// Treats the operands as 3D vectors, computes their cross product
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/// and returns the result's Z component (X and Y components are always zero).
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///
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////////////////////////////////////////////////////////////
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constexpr T cross(const Vector2& rhs) const;
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////////////////////////////////////////////////////////////
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/// \brief Component-wise multiplication of \c *this and \c rhs.
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///
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/// Computes <tt>(lhs.x*rhs.x, lhs.y*rhs.y)</tt>.
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///
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/// Scaling is the most common use case for component-wise multiplication/division.
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/// This operation is also known as the Hadamard or Schur product.
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///
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////////////////////////////////////////////////////////////
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constexpr Vector2 cwiseMul(const Vector2& rhs) const;
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////////////////////////////////////////////////////////////
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/// \brief Component-wise division of \c *this and \c rhs.
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///
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/// Computes <tt>(lhs.x/rhs.x, lhs.y/rhs.y)</tt>.
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///
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/// Scaling is the most common use case for component-wise multiplication/division.
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///
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/// \pre Neither component of \c rhs is zero.
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///
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////////////////////////////////////////////////////////////
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constexpr Vector2 cwiseDiv(const Vector2& rhs) const;
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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T x; //!< X coordinate of the vector
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T y; //!< Y coordinate of the vector
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////////////////////////////////////////////////////////////
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// Static member data
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////////////////////////////////////////////////////////////
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static const Vector2 UnitX; //!< The X unit vector (1, 0), usually facing right
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static const Vector2 UnitY; //!< The Y unit vector (0, 1), usually facing down
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};
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// Define the most common types
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using Vector2i = Vector2<int>;
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using Vector2u = Vector2<unsigned int>;
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using Vector2f = Vector2<float>;
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////////////////////////////////////////////////////////////
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/// \relates Vector2
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/// \brief Overload of unary operator -
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@ -93,12 +227,12 @@ template <typename T>
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/// \brief Overload of binary operator +=
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///
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/// This operator performs a memberwise addition of both vectors,
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/// and assigns the result to \a left.
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/// and assigns the result to \c left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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/// \return Reference to \c left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -109,12 +243,12 @@ constexpr Vector2<T>& operator +=(Vector2<T>& left, const Vector2<T>& right);
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/// \brief Overload of binary operator -=
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///
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/// This operator performs a memberwise subtraction of both vectors,
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/// and assigns the result to \a left.
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/// and assigns the result to \c left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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/// \return Reference to \c left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -153,7 +287,7 @@ template <typename T>
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise multiplication by \a right
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/// \return Memberwise multiplication by \c right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -166,7 +300,7 @@ template <typename T>
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/// \param left Left operand (a scalar value)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise multiplication by \a left
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/// \return Memberwise multiplication by \c left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -176,13 +310,13 @@ template <typename T>
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/// \relates Vector2
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/// \brief Overload of binary operator *=
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///
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/// This operator performs a memberwise multiplication by \a right,
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/// and assigns the result to \a left.
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/// This operator performs a memberwise multiplication by \c right,
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/// and assigns the result to \c left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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/// \return Reference to \c left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -195,7 +329,7 @@ constexpr Vector2<T>& operator *=(Vector2<T>& left, T right);
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise division by \a right
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/// \return Memberwise division by \c right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -205,13 +339,13 @@ template <typename T>
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/// \relates Vector2
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/// \brief Overload of binary operator /=
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///
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/// This operator performs a memberwise division by \a right,
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/// and assigns the result to \a left.
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/// This operator performs a memberwise division by \c right,
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/// and assigns the result to \c left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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/// \return Reference to \c left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -226,7 +360,7 @@ constexpr Vector2<T>& operator /=(Vector2<T>& left, T right);
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is equal to \a right
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/// \return True if \c left is equal to \c right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -241,7 +375,7 @@ template <typename T>
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is not equal to \a right
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/// \return True if \c left is not equal to \c right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -249,11 +383,6 @@ template <typename T>
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#include <SFML/System/Vector2.inl>
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// Define the most common types
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using Vector2i = Vector2<int>;
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using Vector2u = Vector2<unsigned int>;
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using Vector2f = Vector2<float>;
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} // namespace sf
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@ -267,31 +396,40 @@ using Vector2f = Vector2<float>;
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/// sf::Vector2 is a simple class that defines a mathematical
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/// vector with two coordinates (x and y). It can be used to
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/// represent anything that has two dimensions: a size, a point,
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/// a velocity, etc.
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/// a velocity, a scale, etc.
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///
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/// The API provides basic arithmetic (addition, subtraction, scale), as
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/// well as more advanced geometric operations, such as dot/cross products,
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/// length and angle computations, projections, rotations, etc.
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///
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/// The template parameter T is the type of the coordinates. It
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/// can be any type that supports arithmetic operations (+, -, /, *)
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/// and comparisons (==, !=), for example int or float.
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///
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/// Note that some operations are only meaningful for vectors where T is
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/// a floating point type (e.g. float or double), often because
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/// results cannot be represented accurately with integers.
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/// The method documentation mentions "(floating-point)" in those cases.
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///
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/// You generally don't have to care about the templated form (sf::Vector2<T>),
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/// the most common specializations have special type aliases:
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/// \li sf::Vector2<float> is sf::Vector2f
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/// \li sf::Vector2<int> is sf::Vector2i
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/// \li sf::Vector2<unsigned int> is sf::Vector2u
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///
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/// The sf::Vector2 class has a small and simple interface, its x and y members
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/// can be accessed directly (there are no accessors like setX(), getX()) and it
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/// contains no mathematical function like dot product, cross product, length, etc.
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/// The sf::Vector2 class has a simple interface, its x and y members
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/// can be accessed directly (there are no accessors like setX(), getX()).
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///
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/// Usage example:
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/// \code
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/// sf::Vector2f v1(16.5f, 24.f);
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/// v1.x = 18.2f;
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/// float y = v1.y;
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/// sf::Vector2f v(16.5f, 24.f);
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/// v.x = 18.2f;
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/// float y = v.y;
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///
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/// sf::Vector2f v2 = v1 * 5.f;
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/// sf::Vector2f v3;
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/// v3 = v1 + v2;
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/// sf::Vector2f w = v * 5.f;
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/// sf::Vector2f u;
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/// u = v + w;
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///
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/// float s = v.dot(w);
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///
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/// bool different = (v2 != v3);
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/// \endcode
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@ -53,6 +53,128 @@ y(static_cast<T>(vector.y))
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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T Vector2<T>::length() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::length() is only supported for floating point types");
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return std::hypot(x, y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr T Vector2<T>::lengthSq() const
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{
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return this->dot(*this);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T> Vector2<T>::normalized() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::normalized() is only supported for floating point types");
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assert(*this != Vector2<T>());
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return (*this) / length();
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Angle Vector2<T>::angleTo(const Vector2<T>& rhs) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::angleTo() is only supported for floating point types");
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assert(*this != Vector2<T>());
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assert(rhs != Vector2<T>());
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return radians(std::atan2(this->cross(rhs), this->dot(rhs)));
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Angle Vector2<T>::angle() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::angle() is only supported for floating point types");
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assert(*this != Vector2<T>());
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return radians(std::atan2(y, x));
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T> Vector2<T>::rotatedBy(Angle angle) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::rotatedBy() is only supported for floating point types");
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// No zero vector assert, because rotating a zero vector is well-defined (yields always itself)
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T cos = std::cos(angle.asRadians());
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T sin = std::sin(angle.asRadians());
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// Don't manipulate x and y separately, otherwise they're overwritten too early
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return Vector2<T>(
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cos * x - sin * y,
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sin * x + cos * y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> Vector2<T>::projectedOnto(const Vector2<T>& axis) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::projectedOnto() is only supported for floating point types");
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assert(axis != Vector2<T>());
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return this->dot(axis) / axis.lengthSq() * axis;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> Vector2<T>::perpendicular() const
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{
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return Vector2<T>(-y, x);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr T Vector2<T>::dot(const Vector2<T>& rhs) const
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{
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return x * rhs.x + y * rhs.y;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr T Vector2<T>::cross(const Vector2<T>& rhs) const
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{
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return x * rhs.y - y * rhs.x;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> Vector2<T>::cwiseMul(const Vector2<T>& rhs) const
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{
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return Vector2<T>(x * rhs.x, y * rhs.y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> Vector2<T>::cwiseDiv(const Vector2<T>& rhs) const
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{
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assert(rhs.x != 0);
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assert(rhs.y != 0);
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return Vector2<T>(x / rhs.x, y / rhs.y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> operator -(const Vector2<T>& right)
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@ -159,3 +281,14 @@ constexpr bool operator !=(const Vector2<T>& left, const Vector2<T>& right)
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{
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return (left.x != right.x) || (left.y != right.y);
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}
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////////////////////////////////////////////////////////////
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// Static member data
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> Vector2<T>::UnitX(static_cast<T>(1), static_cast<T>(0));
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template <typename T>
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constexpr Vector2<T> Vector2<T>::UnitY(static_cast<T>(0), static_cast<T>(1));
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